02-28-2020 07:21 AM
02-28-2020 07:55 AM
03-01-2020 10:14 AM
04-30-2020 06:16 PM
09-02-2020 02:41 PM
// NOTE: use time settings 0.0111111/0.02 to make collisions work correctly!
09-07-2020 01:07 AM
02-02-2021 09:49 PM
raytsang1120 said:
I fixed this issue by adding 2 lines here:
OVRSkeleton.cs
private void FixedUpdate()
...
if (capsuleGO.activeSelf)
{
capsuleGO.SetActive(false); //Added by Raymond Tsang
capsuleGO.SetActive(true); //Added by Raymond Tsang
capsule.CapsuleRigidbody.MovePosition(bone.position);
capsule.CapsuleRigidbody.MoveRotation(bone.rotation);
}
04-19-2021 06:34 AM
Apparently, if you edit oculus integtations code, hands will stop rendering on build, but will work with quest link. And even if you get the script back to a previous state or delete the whole Oculus folder and reimport new plugin again - it still won't render. The only solution I found is to make a new project and reimport all the assets. So I would not edit their scripts. I wasted 3 days looking for a solution. Thanks facebook dev team for ever mentioning that hand tracking will loose access if someone tries to fix your code
04-20-2021 01:28 AM
Update: ok, very cool. My life is a joke. The cause was different. Hand tracking won't load if you disable unity splash screen :)))) Why did I choose this career path. I will file a bug report if there's any energy left in me to spend on this
01-04-2022 10:25 AM
I confirm that, as of Jan 2022, this problem still happens and the provided solution still works! Thanks a lot!